#include "BlazeEngineUITexture.h"

BeUITexture::BeUITexture(const char* pcName) :
	BeUILayeredRegion(pcName)
{

}

BeUITexture::~BeUITexture()
{

}

void BeUITexture::Install(lua_State* pLua)
{
	BeUILayeredRegion::Install(pLua);

	Lua_RegisterFunction(pLua, "SetBlendMode", Lua_SetBlendMode_Lua);
	Lua_RegisterFunction(pLua, "SetDesaturated", Lua_SetDesaturated_Lua);
	Lua_RegisterFunction(pLua, "SetGradient", Lua_SetGradient_Lua);
	Lua_RegisterFunction(pLua, "SetGradientAlpha", Lua_SetGradientAlpha_Lua);
	Lua_RegisterFunction(pLua, "SetTexCoord", Lua_SetTexCoord_Lua);
	Lua_RegisterFunction(pLua, "SetTexCoordModifiesRect", Lua_SetTexCoordModifiesRect);
	Lua_RegisterFunction(pLua, "SetTexture", Lua_SetTexture);
	Lua_RegisterFunction(pLua, "SetVertexColor", Lua_SetVertexColor);
	Lua_RegisterFunction(pLua, "GetBlendMode", Lua_GetBlendMode);
	Lua_RegisterFunction(pLua, "GetTexCoordModifiesRect", Lua_GetTexCoordModifiesRect);
	Lua_RegisterFunction(pLua, "GetTexture", Lua_GetTexture);
	Lua_RegisterFunction(pLua, "GetVertexColor", Lua_GetVertexColor);
	Lua_RegisterFunction(pLua, "IsDesaturated", Lua_IsDesaturated);

}

void BeUITexture::Uninstall()
{

}

int BeUITexture::Lua_SetBlendMode_Lua(lua_State* pLua)
{
	return 0;
}

int BeUITexture::Lua_SetDesaturated_Lua(lua_State* pLua)
{
	return 0;
}

int BeUITexture::Lua_SetGradient_Lua(lua_State* pLua)
{
	return 0;
}

int BeUITexture::Lua_SetGradientAlpha_Lua(lua_State* pLua)
{
	return 0;
}

int BeUITexture::Lua_SetTexCoord_Lua(lua_State* pLua)
{
	return 0;
}

int BeUITexture::Lua_SetTexCoordModifiesRect(lua_State* pLua)
{
	return 0;
}

int BeUITexture::Lua_SetTexture(lua_State* pLua)
{
	return 0;
}

int BeUITexture::Lua_SetVertexColor(lua_State* pLua)
{
	return 0;
}

int BeUITexture::Lua_GetBlendMode(lua_State* pLua)
{
	return 0;
}

int BeUITexture::Lua_GetTexCoordModifiesRect(lua_State* pLua)
{
	return 0;
}

int BeUITexture::Lua_GetTexture(lua_State* pLua)
{
	return 0;
}

int BeUITexture::Lua_GetVertexColor(lua_State* pLua)
{
	return 0;
}

int BeUITexture::Lua_IsDesaturated(lua_State* pLua)
{
	return 0;
}

